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No where near 7 months. I received my email to upgrade my windows license on 11th September. So it will be 4 months on the 11th of January.

Of course I did read that they reckon it would take around 30 days between the release of Zbrush 3.5 for windows and mac according to someone who reported they spoke to the folks at Pixologic. So bearing in mind the holiday season It COULD be any day as 25th November is when I was emailed about Zbrush 3.5 r3.

goz tutorials

HI

Somewhere in this thread I did read a reply from support that goz for windows is already functional from within zb3.5r3 Like export in*.ma format with disp settings and texture applied for use in Maya (that's easy). but has it more functionality in the pipeline?
Are there tutorials or helpfiles somewhere that explain how to make optimal use of this function between Maya and ZB? How is it best used in the pipeline between the two applications. I would like to know all there is to know about this function and what information there is and where I can find it.

Somewhere in this thread I did read a reply from support that goz for windows is already functional from within zb3.5r3 Like export in*.ma format with disp settings and texture applied for use in Maya (that's easy). but has it more functionality in the pipeline?
Are there tutorials or helpfiles somewhere that explain how to make optimal use of this function between Maya and ZB? How is it best used in the pipeline between the two applications. I would like to know all there is to know about this function and what information there is and where I can find it.

GoZBrush

GoZ is composed of two parts, one is within ZBrush, the other is within the target application. ZBrush 3.5R3 already contains the ZBrush side of GoZ which allows you to...

Export/Import the GoZ file format. This is faster, smaller file size, more reliable and contains much more ZBrush data than OBJ format. So whenever you need to export a file with the intention of importing it back to ZBrush, use GoZ.

GoZ introduced a more reliable way of transferring high res details to an imported mesh, even if the imported mesh has new topology. You can already make use of this in R3. Export a low res of your sculpted mesh , import it in another application, modify the topology and import it back into the same ZBrush tool. You'll be asked if you want to transfer the details to the new mesh, click yes and you'll have your high res details (including PolyPaint) transferred to a new mesh.

Import/export templates. Almost any text-file format can be created with the GoZ import/export templates. See the ZStartup ExportImport templates for examples.

To conclude, GoZ in ZBrush 3.5R3 for Windows and 3.2 for MacOSX are fully functional. What will be added in the future is the part that is associated with each target application. In fact, there is already a Maya part that is included in R3. You can export/import .ma files directly. This allows you to export from ZBrush one .ma file which will include any displacement, texture and normal map that you have assigned to the mesh and when you load this into Maya, the shading network will already be set, including displacement scale and offset, so all you need to do is render it.

You export the low res, modify the low res, import back the low res and ZBrush will auto-subdivide and project your sculpted details. Issues with this may be due to a too-small scan distance value. You need to increase the scan distance (try max dist for a test).

is it possible to use GoZ to Maya with only the geometry, and just the default shader, no mentalray settings etc?.. it would be nice to be able to just send the geometry, since it polutes the Maya scene with MentalRay data, that is obsolete if you render in vray or Maxwell or what not.